From Minecraft to Valorant
Minecraft’s sensitivity slider shows a percent from 0 to 200, but the turn doesn’t grow evenly along it. Java Edition’s mouse code takes the slider value, scales it to between 0.2 and 0.8, cubes it and multiplies by 8, and the player then turns 0.15° for every unit of that. In short: one mouse count turns 1.2 × (0.6 × slider + 0.2)³ degrees, where the slider runs from 0 to 1. The tool above uses exactly that, so a PvP player at 50% and 800 DPI gets Valorant 0.735 (22.2 cm per turn).
Why the default feels so fast in shooters
At the default 100%, a full turn at 800 DPI takes 7.6 cm of mouse movement, roughly a flick of the wrist. That is about six times as fast as the Valorant 0.35 at 800 DPI this site’s converter opens with (46.7 cm). If you came from building and mining at default settings, the exact conversion will feel extreme in Valorant, and that’s expected. Use it as a starting point and lower it in steps until holding an angle feels steady.
PvP players
A PvP player who wants finer control can lower the slider and raise DPI instead. Both are handled here: enter your DPI on the left, and if you play Valorant at another DPI, put it on the right.
Things the conversion leaves out
- Spyglass zoom. Looking through the spyglass drops the ×8 in the formula, so zoomed aim is much slower; it doesn’t affect this conversion.
- Smooth camera (cinematic camera) adds smoothing and makes any conversion meaningless while it’s on.
- Raw input. Turn on Raw Input in Minecraft’s mouse settings so Windows’ acceleration doesn’t change the turn.
Game values and sources
Each game turns the view by a fixed angle for every count the mouse sends (its yaw). These are the hip-fire values the converter uses, checked as of October 2026. The Source and Quake engines' 0.022 is in code Valve and id Software published, and Minecraft's curve is in its decompiled mouse code; the other publishers don't publish theirs, so those values come from the community tables that aim trainers and converters use.
| Game | Turn per mouse count | Sources |
|---|---|---|
| Counter-Strike 2 | 0.022° at 1 | Valve Source SDK, KovaaK's table (mirror) |
| Valorant | 0.07° at 1 | csdb.gg, KovaaK's table (mirror) |
| Overwatch 2 | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Apex Legends | 0.022° at 1 | KovaaK's table (mirror), csdb.gg |
| Fortnite | 0.005555° per 1% | KovaaK's table (mirror), csdb.gg |
| Call of Duty (MW3, BO6, Warzone) | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Rainbow Six Siege | 0.005730° per point (0.018 ÷ π) at multiplier unit 0.02 | KovaaK's table (mirror), Ubisoft |
| Rust | 0.1125° at 1 | KovaaK's table (mirror), csdb.gg |
| Minecraft (Java Edition) | 1.2 × (0.6 × setting ÷ 200% + 0.2)³ degrees | Minecraft code |
| Deadlock | 0.044° at 1 | KovaaK's table (mirror), skin.club |
| Team Fortress 2 | 0.022° at 1 | Valve Source SDK |
| Quake Champions | 0.022° at 1 | KovaaK's table (mirror), Quake III source |
- CS2: The same scale as CS:GO: the "sensitivity" setting, at the default m_yaw 0.022.
- Valorant: Valorant turns 3.18 times as far per count as CS2 at the same number (KovaaK's uses 0.06996, 0.06% apart).
- Overwatch 2: Hip-fire sensitivity; per-hero and relative aim sensitivity while zoomed are separate settings.
- Apex: Hip-fire mouse sensitivity, on the same scale as CS2. ADS multipliers are separate.
- Fortnite: The X-axis sensitivity in percent, as the menu shows it (6.5%, not 0.065). Set Y to the same value for the same feel up and down.
- Call of Duty: Hip-fire mouse sensitivity; Legacy or Relative only change aiming down sights.
- Siege: Horizontal mouse sensitivity, a whole number from 1 to 100, scaled by MouseSensitivityMultiplierUnit in GameSettings.ini (default 0.02).
- Rust: The look sensitivity in Options; aim sensitivity is separate.
- Minecraft: The slider is not linear: the turn grows with the cube of the setting. Bedrock Edition uses another scale.
- Deadlock: KovaaK's table and skin.club give 0.044°, twice CS2's turn at the same number; csdb.gg lists 0.022 instead, so check a full turn in game.
- TF2: Source engine: the same scale as CS2 and Apex.
- Quake Champions: The same 0.022 yaw as Quake III, Quake Live and Source games.